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Everything posted by DarthParametric
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Porting some lightsaber animations from Kotor2 into Kotor1?
DarthParametric replied to JaneAus10's topic in Mod Requests
You can't do that in K1 anyway. It's possible, yes. How practical it is depends entirely on how conversant you are with the game's models and animations, and importing/exporting them. I'm guessing "not at all"? Probably not the best place to start then. It will require editing one of the supermodels and replacing the existing anim with the TSL version. Before that you'll probably want to transfer it to the K1 rig to make sure it doesn't need any editing. -
Might as well throw mine up as well. But I'm not going to bother with their life stories since I'm an altoholic so there are too bloody many. Click for embiggening.
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It's simple. You renamed the OdysseyBase to Dia_Nu but didn't change the other instances of the original base name. They are all still linked to PFHA02, which no longer exists. So MDLEdit throws an error.
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Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
Here you go. k_fab_enter.nss a_xtracrystals.nss -
Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
From k_ai_master: case 1008: //KOTOR_DEFAULT_EVENT_ON_DISTURBED { //NOT USED } break; -
Sure, go ahead. Usual deal, credit blah blah blah.
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I'd guess it's the fact that that particular mesh (or meshes) has the dirt flag enabled. You'd need to edit the model/s to change it, but you need to flip some of the UVs anyway judging by your first pic.
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Fair Strides' Script Shack
DarthParametric replied to Fair Strides's topic in General Kotor/TSL Modding
void main() { object oPC = GetFirstPC(); object oComp = GetItemPossessedBy(oPC, "bao_cmpnts"); DestroyObject(oComp); object oMesh = GetItemPossessedBy(oPC, "bao_mesh"); DestroyObject(oMesh); AddJournalQuestEntry("bao_armor", 50, FALSE); } -
Black Line in middle of face.
DarthParametric replied to olnorton's topic in General Kotor/TSL Modding
Win 10 with a GTX 1080 Ti. But the thread OP also had a 1080, and I believe we were both running on the same Geforce driver revision at the time, so I have no idea what the root cause is. -
Black Line in middle of face.
DarthParametric replied to olnorton's topic in General Kotor/TSL Modding
I don't have the issue at all. I only ever saw it one time on a single texture on an XP machine. -
eXtensive Dialog Overhaul -beta- for KotOR 1.03
DarthParametric replied to Gimmick5000's topic in Work In Progress
Yeah nothing special is required. This is just a simple file overwrite, since you can't patch a TLK to replace existing lines with TSLPatcher. -
K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
No, there are other issues. For example, problems with compiling condensed models were never resolved. The engine simply can't handle multiple on-screen animated entities, which is why Bioware went with the sprites. That's a non-resolvable issue, at least while still using Odyssey. -
K1 Endgame Cutscene Improvements
DarthParametric replied to DarthParametric's topic in Work In Progress
You'd reckon wrong. -
STUNT_57.
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Just warp directly to STUNT_55a if all you need is to see the end sequence.
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Whether or not you side with Bastila on the temple roof. Check the scripts in that convo.
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The game doesn't have any dedicated facial animations aside from the mouth flapping for VO phonemes. Anything else is part of a larger animation for talking or listening. You can try creating a DLG and specifying various conversation anims like TALK_NORMAL and so forth. Otherwise, in TSL you can script any anim in the game (in K1 you can only script a limited selection listed in nwscript.nss).
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I don't know how mandalore got there.jpg
DarthParametric commented on HK-47's gallery image in Members Gallery
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I don't know how mandalore got there.jpg
DarthParametric commented on HK-47's gallery image in Members Gallery
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Sure, knock yourself out. Just provide credit as per usual.
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I'd suggest a different colour than the hot pink, since you appear to be using that elsewhere for barriers. Maybe just a slightly yellowish white rather than a super saturated neon. It also looks like you'll need some custom textures to handle curves/corners/angled sections. The bits where it "steps" look a bit iffy.